Public Reports

Digital Technology & Education

Why Faculty Still Don’t Want to Teach Online

Source: Online Learning Consortium

Their career future depends on publishing results of their research; they don’t have a high opinion of online education-lack interaction; poor technological and pedagogical support; the autonomy of the instructor is threatened. However, no solid research results to support the negative attitudes toward virtual learning.

Tracking Online Education in the United States (2015)

Source: Pearson

A year‐to‐year 3.9% increase in the number of distance education students, up from the 3.7% rate recorded last year; More than one in four students (28%) now take at least one distance education course.

Reading, writing, and research in the digital age

Source: Pew Research Center

Books, browsing, librarians are still central in how people use libraries, but technology is also a common use and a high priority; Google/search engine, Wikipedia, and Youtube/social media are the top 3 sources students are “very likely” to use in a typical research assignment, which means educational institutions should realize the importance of digital, personalized services and recommendations for students.

Digital Technologies in the Classroom

Source: Cambridge International Examinations

Benefits of digital technologies in the classroom: foster dialogic and emancipatory practice, improve learning by augmenting and connecting learning activities, offers a potentially more engaging alternative, offers immediate feedback for both the learner and the teacher; the SAMR (Substitution, Augmentation, Modification, Redefinition) model a useful reference when considering the implementation of technology in the classroom; definitions of digital technology-related terms.

Teaching and Learning in Higher Education: Recent Trends

Source: Higher Education Journal

Recent trends can be grouped as follows: facilitation of student learning with an emphasis on individualizing instruction, and increases use of multi-media systems, learning source centers, and peer teaching; evaluation of teaching: the widespread and systematic use of student evaluations by means of questionnaires and greater use of these data for purposes of faculty selection and promotion; university-teacher training including the creation of pedagogical service units and increased collaboration between content specialists and instructional and media consultants in curricular reforms; new systems of higher education, such as Open University or the University Without Walls, designed to offer radical alternatives to new as well as traditional types of students.

What Lies Ahead for the Digital Learning Revolution?

Source: Media Planet

Publishers and digital learning companies have been redefining the concept of textbooks and course materials through content and technology innovations. Various independent studies have shown that students using the digital learning platform performed anywhere from 30 to 80 percent better than those using conventional textbooks alone.

Generation Z (Gen Z)

A Tsunami of Leaners Called Generation Z

Source: Maryland.gov

Because Gen Z’s use of technology has developed the visual ability portion of their brains, visual forms of learning are more effective for these learners. They prefer random access, graphics first, connected activities. Instructors teaching in 2020 must be prepared to teach using software, hardware, and digital, technological and social media.

Survey: What Gen Z Thinks About Ed Tech in College

Source: EdTech Magazine

Gen Z want solid mobile-learning plans in the colleges of tomorrow. According to the survey results, these students want “engaging, interactive learning experiences” and want to be “empowered to make their own decisions.” In addition, the students “expect technology to play an instrumental role in their educational experience.” The Generation Z report ranked the effectiveness of 11 education technology tools: Smartboards, Do-It-Yourself Learning, Digital Textbooks, Websites with Study Materials, Online Videos, Game-Based Learning Systems, Textbook, Social Media, Skype, Podcasts, DVD/Movies.

Source: Barnes & Noble College

How Generation Z Learns

Source: Learning Lift Off

Gen Z wants technology to be a bigger part of their education; Video games have shaped their way of learning and they want to receive instant feedback on their progress, have clear goals, and are rewarded for their success as they do when gaming. Thus the use of computer-based games and activities can greatly engage this generation and they enjoy information presented in a fun and engaging way. Teachers can plan projects that allow them to collaborate online, using tools such as blogging, digital media, and podcasting. This can even allow them the opportunity to communicate with students from around the world.